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2026-02-02 04:50:13 +01:00

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C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef AGS_SHARED_GUI_GUI_LABEL_H
#define AGS_SHARED_GUI_GUI_LABEL_H
#include "common/std/vector.h"
#include "ags/shared/gui/gui_object.h"
#include "ags/shared/util/string.h"
namespace AGS3 {
namespace AGS {
namespace Shared {
class GUILabel : public GUIObject {
public:
GUILabel();
bool HasAlphaChannel() const override;
// Gets label's text property in original set form (with macros etc)
String GetText() const;
// Gets which macro are contained within label's text
GUILabelMacro GetTextMacros() const;
// Operations
Rect CalcGraphicRect(bool clipped) override;
void Draw(Bitmap *ds, int x = 0, int y = 0) override;
void SetText(const String &text);
// Serialization
void ReadFromFile(Stream *in, GuiVersion gui_version) override;
void WriteToFile(Stream *out) const override;
void ReadFromSavegame(Shared::Stream *in, GuiSvgVersion svg_ver) override;
void WriteToSavegame(Shared::Stream *out) const override;
// TODO: these members are currently public; hide them later
public:
String Text;
int32_t Font;
color_t TextColor;
HorAlignment TextAlignment;
private:
// Transforms the Text property to a drawn text, applies translation,
// replaces macros, splits and wraps, etc; returns number of lines.
int PrepareTextToDraw();
// Information on macros contained within Text field
GUILabelMacro _textMacro;
// prepared text buffer/cache
// TODO: cache split lines instead?
String _textToDraw;
};
} // namespace Shared
} // namespace AGS
} // namespace AGS3
#endif